refactor: no need to pass Fonts structure to tessellator
This makes the tesselator take only data as argument, which is a lot nicer.
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0802a9d9c0
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8c4bb0d1d9
5 changed files with 37 additions and 19 deletions
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@ -602,10 +602,14 @@ impl Context {
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/// Tessellate the given shapes into triangle meshes.
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pub fn tessellate(&self, shapes: Vec<ClippedShape>) -> Vec<ClippedMesh> {
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let mut tessellation_options = self.memory().options.tessellation_options;
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tessellation_options.pixels_per_point = self.pixels_per_point();
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tessellation_options.aa_size = 1.0 / self.pixels_per_point();
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let paint_stats = PaintStats::from_shapes(&shapes); // TODO: internal allocations
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let clipped_meshes =
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tessellator::tessellate_shapes(shapes, tessellation_options, self.fonts());
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let clipped_meshes = tessellator::tessellate_shapes(
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shapes,
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tessellation_options,
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self.fonts().texture().size(),
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);
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*self.paint_stats.lock() = paint_stats.with_clipped_meshes(&clipped_meshes);
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clipped_meshes
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}
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@ -124,6 +124,7 @@ impl Widget for &mut epaint::TessellationOptions {
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fn ui(self, ui: &mut Ui) -> Response {
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ui.vertical(|ui| {
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let epaint::TessellationOptions {
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pixels_per_point: _,
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aa_size: _,
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anti_alias,
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coarse_tessellation_culling,
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@ -89,7 +89,7 @@ pub fn criterion_benchmark(c: &mut Criterion) {
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b.iter(|| {
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let fake_italics = false;
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tessellator.tessellate_text(
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&fonts,
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fonts.texture().size(),
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egui::Pos2::ZERO,
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&galley,
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egui::Color32::WHITE,
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@ -5,7 +5,7 @@
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#![allow(clippy::identity_op)]
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use crate::{text::Fonts, *};
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use crate::*;
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use emath::*;
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use std::f32::consts::TAU;
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@ -229,7 +229,9 @@ use self::PathType::{Closed, Open};
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#[cfg_attr(feature = "persistence", derive(serde::Deserialize, serde::Serialize))]
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#[cfg_attr(feature = "persistence", serde(default))]
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pub struct TessellationOptions {
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/// Size of a pixel in points, e.g. 0.5
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/// Size of a point in pixels, e.g. 2.0. Used to snap text to pixel boundaries.
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pub pixels_per_point: f32,
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/// Size of a pixel in points, e.g. 0.5, or larger if you want more blurry edges.
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pub aa_size: f32,
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/// Anti-aliasing makes shapes appear smoother, but requires more triangles and is therefore slower.
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/// By default this is enabled in release builds and disabled in debug builds.
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@ -247,6 +249,7 @@ pub struct TessellationOptions {
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impl Default for TessellationOptions {
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fn default() -> Self {
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Self {
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pixels_per_point: 1.0,
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aa_size: 1.0,
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anti_alias: true,
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coarse_tessellation_culling: true,
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@ -257,6 +260,13 @@ impl Default for TessellationOptions {
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}
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}
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impl TessellationOptions {
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#[inline(always)]
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pub fn round_to_pixel(&self, point: f32) -> f32 {
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(point * self.pixels_per_point).round() / self.pixels_per_point
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}
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}
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/// Tessellate the given convex area into a polygon.
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fn fill_closed_path(
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path: &[PathPoint],
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@ -473,11 +483,11 @@ impl Tessellator {
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///
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/// * `shape`: the shape to tessellate
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/// * `options`: tessellation quality
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/// * `fonts`: font source when tessellating text
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/// * `tex_size`: size of the font texture (required to normalize glyph uv rectangles)
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/// * `out`: where the triangles are put
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/// * `scratchpad_path`: if you plan to run `tessellate_shape`
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/// many times, pass it a reference to the same `Path` to avoid excessive allocations.
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pub fn tessellate_shape(&mut self, fonts: &Fonts, shape: Shape, out: &mut Mesh) {
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pub fn tessellate_shape(&mut self, tex_size: [usize; 2], shape: Shape, out: &mut Mesh) {
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let clip_rect = self.clip_rect;
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let options = self.options;
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@ -485,7 +495,7 @@ impl Tessellator {
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Shape::Noop => {}
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Shape::Vec(vec) => {
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for shape in vec {
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self.tessellate_shape(fonts, shape, out)
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self.tessellate_shape(tex_size, shape, out)
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}
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}
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Shape::Circle {
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@ -580,7 +590,7 @@ impl Tessellator {
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out,
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);
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}
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self.tessellate_text(fonts, pos, &galley, color, fake_italics, out);
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self.tessellate_text(tex_size, pos, &galley, color, fake_italics, out);
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}
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}
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}
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@ -615,10 +625,9 @@ impl Tessellator {
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stroke_path(&path.0, Closed, stroke, self.options, out);
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}
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#[allow(clippy::too_many_arguments)]
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pub fn tessellate_text(
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&mut self,
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fonts: &Fonts,
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tex_size: [usize; 2],
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pos: Pos2,
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galley: &super::Galley,
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color: Color32,
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@ -634,8 +643,8 @@ impl Tessellator {
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out.reserve_triangles(num_chars * 2);
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out.reserve_vertices(num_chars * 4);
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let inv_tex_w = 1.0 / fonts.texture().width as f32;
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let inv_tex_h = 1.0 / fonts.texture().height as f32;
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let inv_tex_w = 1.0 / tex_size[0] as f32;
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let inv_tex_h = 1.0 / tex_size[1] as f32;
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let clip_rect = self.clip_rect.expand(2.0); // Some fudge to handle letters that are slightly larger than expected.
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@ -653,8 +662,8 @@ impl Tessellator {
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for (x_offset, uv_rect) in row.x_offsets.iter().zip(&row.uv_rects) {
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if let Some(glyph) = uv_rect {
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let mut left_top = pos + glyph.offset + vec2(*x_offset, row.y_min);
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left_top.x = fonts.round_to_pixel(left_top.x); // Pixel-perfection.
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left_top.y = fonts.round_to_pixel(left_top.y); // Pixel-perfection.
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left_top.x = self.options.round_to_pixel(left_top.x); // Pixel-perfection.
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left_top.y = self.options.round_to_pixel(left_top.y); // Pixel-perfection.
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let rect = Rect::from_min_max(left_top, left_top + glyph.size);
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let uv = Rect::from_min_max(
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@ -711,14 +720,14 @@ impl Tessellator {
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///
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/// * `shapes`: the shape to tessellate
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/// * `options`: tessellation quality
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/// * `fonts`: font source when tessellating text
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/// * `tex_size`: size of the font texture (required to normalize glyph uv rectangles)
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///
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/// ## Returns
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/// A list of clip rectangles with matching [`Mesh`].
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pub fn tessellate_shapes(
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shapes: Vec<ClippedShape>,
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options: TessellationOptions,
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fonts: &Fonts,
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tex_size: [usize; 2],
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) -> Vec<ClippedMesh> {
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let mut tessellator = Tessellator::from_options(options);
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@ -736,14 +745,14 @@ pub fn tessellate_shapes(
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let out = &mut clipped_meshes.last_mut().unwrap().1;
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tessellator.clip_rect = clip_rect;
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tessellator.tessellate_shape(fonts, shape, out);
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tessellator.tessellate_shape(tex_size, shape, out);
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}
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if options.debug_paint_clip_rects {
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for ClippedMesh(clip_rect, mesh) in &mut clipped_meshes {
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tessellator.clip_rect = Rect::EVERYTHING;
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tessellator.tessellate_shape(
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fonts,
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tex_size,
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Shape::Rect {
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rect: *clip_rect,
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corner_radius: 0.0,
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@ -12,6 +12,10 @@ pub struct Texture {
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}
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impl Texture {
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pub fn size(&self) -> [usize; 2] {
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[self.width, self.height]
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}
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/// Returns the textures as `sRGBA` premultiplied pixels, row by row, top to bottom.
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pub fn srgba_pixels(&'_ self) -> impl Iterator<Item = super::Color32> + '_ {
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use super::Color32;
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